#include maps\mp\_utility; main() { maps\mp\createart\mp_outskirts_art::main(); precacheFX(); spawnFX(); } precacheFX() { level._effect["mp_fire_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail"); level._effect["mp_fire_small"] = loadfx("maps/mp_maps/fx_mp_fire_small"); level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); level._effect["mp_fire_large"] = loadfx("maps/mp_maps/fx_mp_fire_large"); level._effect["mp_fire_tree_trunk"] = loadfx("maps/mp_maps/fx_mp_fire_tree_trunk"); level._effect["mp_insects_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm"); level._effect["mp_battlesmoke_large"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thick_large_area"); level._effect["mp_battlesmoke_small"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thick_small_area"); level._effect["mp_fog_rolling_large"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_large_area"); level._effect["mp_fog_rolling_small"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_small_area"); level._effect["mp_godray_white_large"] = loadfx("maps/mp_maps/fx_mp_godray_white_large"); level._effect["mp_godray_white_medium"] = loadfx("maps/mp_maps/fx_mp_godray_white_medium"); level._effect["mp_godray_white_small"] = loadfx("maps/mp_maps/fx_mp_godray_white_small"); level._effect["mp_godray_yellow_large"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_large"); level._effect["mp_godray_yellow_medium"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_medium"); level._effect["mp_godray_yellow_small"] = loadfx("maps/mp_maps/fx_mp_godray_yellow_small"); level._effect["mp_smoke_ambiance_indoor"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor"); level._effect["mp_smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall"); level._effect["mp_smoke_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_column_short"); level._effect["mp_smoke_ambiance_indoor_misty"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor_misty"); level._effect["mp_light_glow_indoor_short"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short"); level._effect["mp_water_splash_small"] = loadfx("maps/mp_maps/fx_mp_water_splash_small"); level._effect["mp_water_wake_flow"] = loadfx("maps/mp_maps/fx_mp_water_wake_flow"); level._effect["mp_falling_leaves"] = loadfx("maps/mp_maps/fx_mp_falling_leaves_elm"); ////////////////////////////////////////////////////////////////////////////////////// // Alex Section: //level._effect["distant_muzzleflash"] = loadfx("weapon/muzzleflashes/heavy"); //level._effect["flak_flash"] = loadfx("weapon/flak/fx_flak_cloudflash_night"); } spawnFX() { if (( getdvar( "createfx" ) != "" )) { maps\mp\createfx\mp_outskirts_fx::main(); } }